A 20 foot deep pit in the ground with spikes at the bottom, covered to conceal it. A pit is typically 2 squares by 2 squares in size. The spikes are often coated with poison.
A creature in the pit can climb out, ascending their climb speed with a successful Athletics check (DC 15). Characters can also use Athletics to jump over the pit if they know where it is.
Allies on the outside can lower a rope (Atheletics DC 10) or ladder (DC 0) to help a trapped individual escape, but note the length of such equipment.
The squares at the bottom of the pit are difficult terrain.
Variants[edit]
Some pit traps have spikes coated with fecal matter and rotting body parts, for the purpose of spreading disease. With this variant, the secondary attack infects the victim with disease instead of causing poison damage. The disease varies depending on the level of the trap.
- 10' Deep Spike Pit Trap - Filth Fever
- 20' Deep Spike Pit Trap - Blinding Sickness
- 30' Deep Spike Pit Trap - Mindfire
- 40' Deep Spike Pit Trap - Slimy Doom
Level 3[edit]
10' Deep Spike Pit Trap Level 3 Trap
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Object 150 XP
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Detect: Perception DC 21
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Initiative: -
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Immune attacks
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Triggered Actions
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Attack ♦ Encounter
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Attack: (Immediate Reaction): Melee 1 (triggering creature); +6 vs. Reflex
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Trigger: A creature enters one of the trap's four squares.
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Hit: The target falls 10 feet onto the spikes at the bottom of the pit, taking 1d10 + 8 damage and falling prone. Make a secondary attack: +6 vs. Fortitude; on a hit the target takes 5 poison damage.
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Miss: The target returns to the last square it occupied and its movement ends immediately.
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Effect: The spike pit trap is open and no longer hidden.
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Countermeasures
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♦Disable Thievery DC 17. Success: The spike pit trap is jammed closed and the trap cannot attack.
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Level 10[edit]
20' Deep Spike Pit Trap Level 11 Trap
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Object 600 XP
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Detect: Perception DC 26
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Initiative: -
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Immune attacks
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Triggered Actions
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Attack ♦ Encounter
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Attack: (Immediate Reaction): Melee 1 (triggering creature); +14 vs. Reflex
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Trigger: A creature enters one of the trap's four squares.
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Hit: The target falls 20 feet onto the spikes at the bottom of the pit, taking 2d10 + 12 damage and falling prone. Make a secondary attack: +13 vs. Fortitude; on a hit the target takes 10 poison damage.
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Miss: The target returns to the last square it occupied and its movement ends immediately.
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Effect: The spike pit trap is open and no longer hidden.
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Countermeasures
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♦Disable Thievery DC 22. Success: The spike pit trap is jammed closed and the trap cannot attack.
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Back to Main Page → 4e Homebrew → Traps and Hazards
Level 18[edit]
30' Deep Spike Pit Trap Level 18 Trap
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Object 2000 XP
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Detect: Perception DC 32
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Initiative: -
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Immune attacks
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Triggered Actions
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Attack ♦ Encounter
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Attack: (Immediate Reaction): Melee 1 (triggering creature); +21 vs. Reflex
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Trigger: A creature enters one of the trap's four squares.
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Hit: The target falls 30 feet onto the spikes at the bottom of the pit, taking 3d10 + 16 damage and falling prone. Make a secondary attack: +21 vs. Fortitude; on a hit the target takes 15 poison damage.
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Miss: The target returns to the last square it occupied and its movement ends immediately.
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Effect: The spike pit trap is open and no longer hidden.
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Countermeasures
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♦Disable Thievery DC 28. Success: The spike pit trap is jammed closed and the trap cannot attack.
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Back to Main Page → 4e Homebrew → Traps and Hazards
Level 27[edit]
40' Deep Spike Pit Trap Level 27 Trap
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Object 11000 XP
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Detect: Perception DC 39
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Initiative: -
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Immune attacks
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Triggered Actions
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Attack ♦ Encounter
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Attack: (Immediate Reaction): Melee 1 (triggering creature); +24 vs. Reflex
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Trigger: A creature enters one of the trap's four squares.
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Hit: The target falls 40 feet onto the spikes at bottom of the pit, taking 4d10 + 22 damage and falling prone. Make a secondary attack: +24 vs. Fortitude; on a hit the target takes 20 poison damage.
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Miss: The target returns to the last square it occupied and its movement ends immediately.
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Effect: The spike pit trap is open and no longer hidden.
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Countermeasures
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♦Disable Thievery DC 35. Success: The spike pit trap is jammed closed and the trap cannot attack.
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Back to Main Page → 4e Homebrew → Traps and Hazards